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DELUXE Banana Split Mafia (Town Wins!) - Päivä Viisi

Posted: 28 Jan 2014, 21:59
by ano0maly
Currently Day 5 - GAME OVER

Rules and player roles have been revised from the signups post.

Rules

Post at day, send me actions at night.
In general, the aim of the game is to ensure that your side wins. For the town, this means that you eliminate the mafia members hidden among you. For the mafia, this means that you eliminate enough of the town players until you can outnumber them. Neutral players have special conditions.

Do not talk in the thread once you are dead. You can post joke posts, but do not reveal information about the game.

Do not talk about mafia outside the thread (except for mafia during night, who can communicate via PM). You can ask the host questions via PM. Refrain from editing your posts after others replied to them.

Code: Select all

You can use strikethrough tags ([s]) if you need to delete things.

If you are too busy to play, PM the host to work something out. Excessive inactivity can result in host killing/removing the player.

Day

During the day, players alive can talk about the game in the thread. Discuss who you think is what role, and what the roles possibly did.

During the day, players vote on who to lynch. You may vote for one person or for "no lynch" option and you may switch your vote or abstain/recall your vote.

The day lasts for up to 36 48 hours. The day initially goes on for at least 24 hours (unless the host shortens this). Afterwards, during the next 12 24 hours, a majority of votes for a person (or no lynch option) ends the day. If no majority is reached by the end, the person with the most votes is lynched. There is no lynch when there is a tie vote for two or more persons with most votes.

Night

During the night, players do not discuss the game in the thread. You can post joke posts, but do not reveal information about the game.

If a player is a power role, that player can PM the host with the night action. Determine what to do and another alive player to target (if applicable for the power). You can PM "no action" if you do not want to take action that night.

During the night, mafia members can discuss their plans via PM. They determine who to attack that night, and which one of them would launch that attack.

The night ends after 24 hours or when all night actions are sent to the host. Night actions are processed when the night ends.

Player Roles
Town (13)
Town players do not know each other, but they win as a team.

Town players win when all mafia players are dead (not counting neutral players). They do this by guessing and figuring out which players are mafia, and using the lynch votes to eliminate them.

Villager (6): Sleeps at night.

Kop (2): There are two types, but a Kop does not know which type of Kop, and is revealed to players as simply Kop when dead.

- Regular Kop (1): Visits a person at night. Sees which side the person is. Town players are seen as innocent. Mafia players and Millager are seen as guilty. Neutral players are seen as neutral.

- Inverted Kop (1): Visits a person at night. Sees which side the person is. Mafia players are seen as innocent. Town players are seen as guilty. Neutral players are seen as neutral.

Millager (1): The Millager is revealed to self as Villager, and is revealed to players as Villager when dead. Seen as guilty to both Kops. If the mafia attacks the Millager, then the Millager survives the first attack; a second attack nightkills the Millager. This does not apply to haunt by the Specterr or to lynch.

Dr. (1): Visits a person at night. If the mafia chooses to attack that person, the attack is cancelled. If the mafia chooses to attack the Dr., that attack is instead transferred from the Dr. to the person the Dr. visited (unless that person is a mafia). This does not apply to haunt by the Specterr.

Spie (2): There are two types, but a Spie does not know which type of Spie, and is revealed to players as simply Spie when dead.

- Spie Traxer (1): Visits a person at night. Sees the people that the person visited that night.

- Spie Whatcher (1): Visits a person at night. Sees the people that visited the person that night. This also applies to visits by the Specterr.

Orako (1): Visits a person at night. The latest visited person is the target (if the target dies, the target rolls back to the previously chosen person, once the next day or night comes). If the Orako is killed, the role of the target is revealed to the players.

Mafia (4)
Mafia players know each other, with the mafia members revealed to them by the host via PM. They win as a team.

Mafia players win when the mafia players equal or outnumber the town players (neutral players do not factor into the count). They can attack a town (or neutral) player each night, and try to make the town players mislynch.

Stalk Herb (1): Visits a person at night. Learns the role of that person.

Janidor (1): One time ability. If the mafia succeeds in attacking that night, the nightkilled person's role is hidden and not revealed to the players. If the mafia attack fails, the ability is not considered to be used up. This does not apply to haunt by the Specterr.

Roalblocker (1): Visits a person at night. Stops that person's night actions that night. This person cannot be the person mafia attacks that night.

Vanilla Villaina (1): Participates in mafia meetings at night. If there is a dead mafia member, the Vanilla Villaina can select that person that night. Starting the next day, the Vanilla Villaina assumes the role and powers of that mafia (cannot select a Janidor whose ability is already used up). The Vanilla Villaina is no longer Vanilla Villaina at that point.

Neutral (3)
Neutral players do not know each other, and they do not form a team; each neutral player plays individually.

Neutral players have special win conditions. Neutral players do not count as town or mafia.

Each neutral player visits a person at night. That person's votes do not count the next day. This is not revealed to the players.

Confused (2): Chooses a side, town or mafia, at night (can't switch sides once the Confused is dead). If no side is chosen, the side stays the same as before (chosen at random at night 1). When the game ends, the Confused wins or loses with the chosen side.

Annoyed (1): Visits a person at night 1. If there is no selection (or if the selection is blocked), the person is chosen at random. If the selected person dies before or at the same time as the Annoyed, the Annoyed wins with the winning side. If Annoyed dies before the selected person, or if the selected person survives to the end of the game, the Annoyed loses with the losing side.

Miscellaneous

If a town or neutral player dies at night 1 or day 1, the first such player becomes the Specterr. Win conditions for the Specterr remain the same. Being dead, the Specterr does not participate in day discussions/lynches and cannot be targeted by power roles.

Specterr (1): Visits a person at night to haunt. If the Specterr haunts the same person for two consecutive nights, that person dies the second night, and the Specterr ceases to haunt players at that point. This does not count as a mafia attack.

Note: The Orako and the Janidor cancel each other's powers under a specific case. If a mafia member attacks the Orako and the Janidor hides the Orako, then the role of the Orako is revealed to the players, but not the role of the Orako's target.
Players

13 players alive, 7 dead, by the beginning of day 5. Town wins.

Ditocoaf
TheVulpineHero1
Horikawa Otane
Falky
Holy
limepie20
alex2
QuantumPhysicsMan
LukaRamu
Sturg
jayScribble
Jesuiscontent
zmonbobbo
GrimDarkening - Villager
8flight - Spie (now Specterr)
Aposke - Confused
Ashan - Orako
BlueWizrobe - Roalblocker
Pholtos - ?
TheVulpineHero - Janidor
Demolition - Roalblocker

You can use this spreadsheet to keep track. It's viewable to public with the link, so don't put private information here.

EDIT: The spreadsheet now shows the data kept track by the host.

Re: DELUXE Banana Split Mafia - First Night

Posted: 28 Jan 2014, 23:31
by ano0maly
PMs are now sent. Night 1 ends 24 hours from now or when all night actions are received.

Re: DELUXE Banana Split Mafia - First Night

Posted: 29 Jan 2014, 00:16
by Dan
I'm nightposting

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 29 Jan 2014, 23:38
by ano0maly
Day 1 begins. Looks like everyone is all right.

20 players alive with 11 votes for majority. Day lasts at least 24 hours. Day ends after 36 hours or when there is a majority vote.

Note: Players who are silenced during the day can still post and vote. They just have their votes nullified, and players won't know this is happening.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:04
by Jesuiscontent
godlike doc WOW

blah blah anyone has report

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:05
by Holy
I guess they also could have tried to attack the millager, cause he apparently gets an extra hit.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:07
by Sturg
lynch Wareng

nl unless we want to lynch random town-folk to get random specterrrrr

there's really nothing to go off here

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:07
by Jesuiscontent
What really

Dammit anomaly stop changing the rules.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:09
by TheVulpineHero1
I promised last game that I would be more brief, so here goes.

Nobody died n1. This means one of four things:
-Maf didn't attack us to mess with our heads (unlikely, one kill in the hand is worth two in the bush)
-Maf didn't attack us to avoid proccing spectre (also unlikely, specter has a good chance of proccing anyway since mislynches are common d1, and the spectre would still have to figure out who's maf to be any use)
-Maf hit millager, we have effectively -1 meatshield but at least we already got value from them if kop reports get them lynched
-Our doctor is a god-king among men.

Our options: reports, random lynch, or no lynch.
-Reports are unlikely; maf has a hooker so anybody reporting becomes useless and then dead in short order; also, less days mean less data so reports on d1 are worth less than at any other point in the game.
-Random lynch is slightly more attractive than usual; if we hit maf we hit maf, and if we don't we get the spectre, who's essentially townsided and gives us a slight advantage.
-No lynch is safe. We've still got five times the guys that maf has got, so we needn't worry too much about momentum.
-Scumhunting is a valid but unlikely possibility. Annoyed will probably try to subvert things into their own target, which is bad because they'll give zero thought to whether their bro is town or mafia. Not a big worry, since annoyed win =/= ending the game, but still there. The lack of data is what will hurt scumhunt opportunities.

Well, there's your d1 wall o' text. I'm gonna say that due to spectre being active, random lynch is our best option. We have the men to spare, and with four report roles we have some loss cushion in case of mislynch.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:16
by Sturg
Oh yeah I forgot mafia can't be specterrrre.

I take back my vote.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 00:56
by Ditocoaf
This is certainly a different style of mafia than I'm used to playing. What with four investigative roles, plus the oracle, it seems likely to come down to a logic puzzle in the end, if we get results from two or three of them a few days in. Unless the scum are given the edge thanks to how many third-party players there are. I've never seen a tracker/watcher who's not told which they are before, so that's kind of neat, like the insane cop / true cop duo but fancier.

Also, I'm used to starting with Day 1, and if there's a night before Day 1 it's called "Night 0" and doesn't include any roles with killing abilities. Does scum usually win talkhaus games, what with usually getting a free, context-less kill? Speaking of which, good job doctor and/or miller, bang up job.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 01:05
by TheVulpineHero1
alex2 wrote:
TheVulpineHero1 wrote:more brief
Voting TheVulpineHero1 for this blatant lie.
In fairness, I said more brief, not actually brief.
If you wanted the less brief version...
We're on day one. Day one is generally the saddest and most boring of days, the metaphorical geography teacher who lives in a caravan outside the school and owns exactly one tie of mafia events. There's zero data to go on, and even if there was, it's usually too unwise to reveal it because oh man, day one copper doesn't know if he's sane or not and might be mafia fakeclaiming and is probably going to get hooked and killed in that order the first time maf gets a chance. That's the usual setup. There are two general exceptions to this rule: when, by great misfortune, the doc gets whacked n1 (at which point there's still no data to go on but town is justified in being a little more jumpy, because the common strategic option of having cop claim then get docced is then off the table), and when nobody dies, in which case town still doesn't know what's going on and doesn't even have an impetus to react to.

Ours, fortunately or not, is the latter conundrum. Why would maf willingly pass up a chance to have one of our heads on a platter? The obvious answer is to sow confusion, but this setup includes a janitor who is more than qualified to do that job while getting a kill, should the mafia so will it. To avoid the spectre? True, the spectre is likely townsided, although that isn't set in stone, and an unforeseen complication would be undesirable. But the spectre needs time and information to exact any real toll on the mafia, and the advantage of a potential doc/cop/tracker kill would easily outweigh a risk that might never materialise.

So, we can say that this is unlikely to be a deliberate action on the mafia's part. That leaves us with two options: the first, and less desirable, is that the miller-cum-bulletproof has been targeted. On one hand, that means we have effectively already gotten the worth out of the bulletproof nature of their abilities; on the other, it means we no longer have that ability to fall back on, and the miller is now just a wonky kop report that could cost us momentum by making us waste a day on mislynch. Momentum is not terribly important now, but chances are that it will be in the future.

The second possibility is simply that our doctor has come through on n1, which, although unlikely, is not out of the question for an intelligent doctor.

What situation does this leave us in? Well, I believe (and correct me if I'm wrong) it means that mafia most likely hit someone who didn't die, and shouldn't know why that is; or, to put it another way, they're just as much in the dark as we are. Or, perhaps, a little more so, because we have quite a few reporting roles and they have only a stalker. Of course, while we have more reports, theirs are more accurate and more reliable; stalker in this configuration has 100% rate of success, unlike other heads-or-tails versions of the role.

Our course of action? Asking for reports at this point of the game is unoriginal and probably foolhardy. Cops don't know if they're sane, and they don't have enough data to make it worth our while; trackers will be in much the same position vis a vis data, although without the sanity issues. Random lynch or no lynch, then, and here we have a small advantage in our probably-townsided spectre; the idea of a player being able to hang around and nudge the town in the right direction with a quick one-two kill in the right circumstances is better than just 'one of our guys dies, go to night so another one can die too'. So, in this setup, random lynching is more attractive than usual.

However, we shouldn't feel pressured into a lynch by the spectre, since misinformation will reduce their effectiveness as well. A no lynch would allow time to collect data, verify sanity, and wouldn't hurt the town too much due to our numerical advantage. If we simply bide our time, it'll take at least four days to kill off all our reporting roles, and by then we'll have far more to go on. That's if the mafia get spectacularly lucky with their kill choices and hit one per night. We're not in a hurry here.

All in all, I would advocate a random lynch, not from the perspective of absolute optimal gameplay (which I don't know enough about), but rather because I think that both random lynching and no lynching are valid options but no lynching would be more boring and slow down the pace of the game further (no deaths or info n1 has already slowed it beyond the typical act-react cycle of a basic beginning).

Lorem ipsum dolor sit amet... nah, just kidding.
I'm going to go and say this was not a good retort, since the moderate amount of time and effort I spent writing that in no way justifies the small amount of 'hah, you made a joke and now I'm making one back' that I obtained from it. I guess Alex 1, Vulp 0?

Back to relative briefness:

@dittocoaf: Dunno. Seems 50/50 in my experience.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 01:32
by Demolition
Let's lynch 8flight. I recall he used to take forever to post (although my memory isn't too good).
Or Alex because he won "worst mafia player" in 2012.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 02:39
by ano0maly
TheVulpineHero1 - 1
8flight - 1
No lynch - 1

21 hours and then majority ends the day.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 03:27
by BlueWizrobe
Well damn, I've been playing mafia amongst friends a lot lately and thought I got relatively decent at it but having no kill made last night kind of throws a spanner into the works since I have nothing to work off right now. I'm going to say NL for now (unless cop has anything to say) as I do not want to just randomly kill off an innocent and we will see what tomorrow brings.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 03:34
by pholtos
At the moment I'll say no lynch unless for some reason we decide to pick someone as a random lynch to get a specter.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 03:45
by QuantumPhysicsMan
Yeah, there's nothing to go off of here... No lynch

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 03:58
by limepie20
No, we should definitely be RLing today.
There are 13 town, and 4 mafia with the 3 neutrals being potential joints, so potentially 7 opponents. Even worst case scenario, we still have two MLs. NLing when you have an RL is always a waste. We should definitely pick someone to lynch.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 04:21
by Ditocoaf
If the mafia had killed someone, how would that give us anything to go off of? Kills are only meaningful in the context of what's already happened in the game. Every time I've played mafia before, it always started out with a Day phase, so that when someone died during the night we'd have some way of interpreting that death based on the previous day's discussion. On Day 1, you basically have to just scumhunt, try to catch people behaving disingenuously. If we just end day 1 without at least trying to find someone to lynch, then we'll start Day 2 with one fewer player and no more information than before, unless we decide to start revealing cops. Plus, with the Spectre role, a mislynch today is much less of a problem than a mislynch tomorrow.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 05:27
by zmonbobbo
Hmm, this seems kind of like a toss-up. Any random lynch would be a complete guess, and our odds of killing a mafia member are pretty small. That said, the spectre role would be helpful for getting rid of the mafia.

And maybe I'm overthinking this, but could the mafia have discussed this whole thing out, decided not to kill anyone so as not to give us anything to work with, in hopes that we didn't kill anyone and there would be no spectre at all? If so, that makes an immediate "no lynch" vote, without any other discussion, seem awfully suspicious.

EDIT: Or the doctor/miller are awesome, and I'm totally overthinking it. Still something to consider.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 05:58
by Sturg
Mafia also could have been lazy as fuck and completely missed the 1st night by accident even if that's a bit of a stretch

I think rl is a good decision

edit: spectreee

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 06:01
by QuantumPhysicsMan
Now that I actually understand what the specter does, it seems that the specter might actually be more useful than a regular villager. In that case we should definitely random lynch someone.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 10:58
by Falky
Hi timezones and that. People have already said things, so I'll respond to some of those.
TheVulpineHero1 wrote:Reports are unlikely; maf has a hooker so anybody reporting becomes useless and then dead in short order; also, less days mean less data so reports on d1 are worth less than at any other point in the game.
Also sanities and that miller/bp combo.
Ditocoaf wrote:This is certainly a different style of mafia than I'm used to playing.
Also, I'm used to starting with Day 1, and if there's a night before Day 1 it's called "Night 0" and doesn't include any roles with killing abilities. Does scum usually win talkhaus games, what with usually getting a free, context-less kill?
This is how it usually works on Epicmafia. There are dawn-start (i.e. n0) and day-start options, but they're rarely used. As Vulpine pointed out, it's about 50/50, depending on the setup.
limepie20 wrote:No, we should definitely be RLing today.
limepie in wanting to RL shocka. You're quite right in this case though, it's just a matter of deciding who.
Ditocoaf wrote:If the mafia had killed someone, how would that give us anything to go off of?
We'd know a role that was missing, so that would be something. Also, if cops copped the dead they'd know their sanity, and tracker/watcher could have reports. A tracker/watcher report would actually probably be less useful than a cop report though, as the mafia would probably send either the jan or the nilla to do the kill, meaning that even if tracker or watcher caught maf, the hooker would still be alive. On that point, ano0maly, can watcher be hooked in this game?
zmonbobbo wrote:could the mafia have... decided not to kill anyone
Possible, but I doubt it. More dead townies is better for the maf, and as Vulpine said, spectre would still have to figure out who's maf.

So, we should RL. Best case scenario, we lynch a maf. Worst case scenario, we get a spectre. What's not to love? So, who's got a suggestion for lynching?

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 12:12
by BlueWizrobe
You prove a very valid point. I didn't think about that. When you put it that way, I withdraw my vote and will return with my lynching choice after I finish my assessments.

Re: DELUXE Banana Split Mafia - Le Premier Jour

Posted: 30 Jan 2014, 16:10
by ano0maly
Falky wrote: On that point, ano0maly, can watcher be hooked in this game?
The Roalblocker can block the Whatcher. Alternatively, the Roalblocker can block someone visiting the person being watched and that someone won't show up. Blocking the watched person won't stop the Whatcher though.

Whatcher won't see the visit by self because that's a given.

Blocking Orako does not stop the Orako's power - it just cancels switching targets that night.

7 and a half hours left before majority vote takes effect.